/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

TANK

==============================================================================
*/

#include "g_local.h"
#include "m_tank.h"

void tank_refire_rocket(edict_t *self);
void tank_doattack_rocket(edict_t *self);
void tank_reattack_blaster(edict_t *self);

static int  sound_thud;
static int  sound_pain;
static int  sound_idle;
static int  sound_die;
static int  sound_step;
static int  sound_sight;
static int  sound_windup;
static int  sound_strike;

//
// misc
//

void tank_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void tank_footstep(edict_t *self)
{
    gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
}

void tank_thud(edict_t *self)
{
    gi.sound(self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
}

void tank_windup(edict_t *self)
{
    gi.sound(self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
}

void tank_idle(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

//
// stand
//

static const mframe_t tank_frames_stand[] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
const mmove_t tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};

void tank_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &tank_move_stand;
}

//
// walk
//

void tank_walk(edict_t *self);

static const mframe_t tank_frames_start_walk[] = {
    { ai_walk,  0, NULL },
    { ai_walk,  6, NULL },
    { ai_walk,  6, NULL },
    { ai_walk, 11, tank_footstep }
};
const mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};

static const mframe_t tank_frames_walk[] = {
    { ai_walk, 4, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 3, NULL },
    { ai_walk, 2, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 4, tank_footstep },
    { ai_walk, 3, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 7, NULL },
    { ai_walk, 7, NULL },
    { ai_walk, 6, NULL },
    { ai_walk, 6, tank_footstep }
};
const mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};

static const mframe_t tank_frames_stop_walk[] = {
    { ai_walk,  3, NULL },
    { ai_walk,  3, NULL },
    { ai_walk,  2, NULL },
    { ai_walk,  2, NULL },
    { ai_walk,  4, tank_footstep }
};
const mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};

void tank_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &tank_move_walk;
}

//
// run
//

void tank_run(edict_t *self);

static const mframe_t tank_frames_start_run[] = {
    { ai_run,  0, NULL },
    { ai_run,  6, NULL },
    { ai_run,  6, NULL },
    { ai_run, 11, tank_footstep }
};
const mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};

static const mframe_t tank_frames_run[] = {
    { ai_run, 4,  NULL },
    { ai_run, 5,  NULL },
    { ai_run, 3,  NULL },
    { ai_run, 2,  NULL },
    { ai_run, 5,  NULL },
    { ai_run, 5,  NULL },
    { ai_run, 4,  NULL },
    { ai_run, 4,  tank_footstep },
    { ai_run, 3,  NULL },
    { ai_run, 5,  NULL },
    { ai_run, 4,  NULL },
    { ai_run, 5,  NULL },
    { ai_run, 7,  NULL },
    { ai_run, 7,  NULL },
    { ai_run, 6,  NULL },
    { ai_run, 6,  tank_footstep }
};
const mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};

static const mframe_t tank_frames_stop_run[] = {
    { ai_run,  3, NULL },
    { ai_run,  3, NULL },
    { ai_run,  2, NULL },
    { ai_run,  2, NULL },
    { ai_run,  4, tank_footstep }
};
const mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};

void tank_run(edict_t *self)
{
    if (self->enemy && self->enemy->client)
        self->monsterinfo.aiflags |= AI_BRUTAL;
    else
        self->monsterinfo.aiflags &= ~AI_BRUTAL;

    if (self->monsterinfo.aiflags & AI_STAND_GROUND) {
        self->monsterinfo.currentmove = &tank_move_stand;
        return;
    }

    if (self->monsterinfo.currentmove == &tank_move_walk ||
        self->monsterinfo.currentmove == &tank_move_start_run) {
        self->monsterinfo.currentmove = &tank_move_run;
    } else {
        self->monsterinfo.currentmove = &tank_move_start_run;
    }
}

//
// pain
//

static const mframe_t tank_frames_pain1[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
const mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};

static const mframe_t tank_frames_pain2[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
const mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};

static const mframe_t tank_frames_pain3[] = {
    { ai_move, -7, NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 2,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 3,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 2,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  tank_footstep }
};
const mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};

void tank_pain(edict_t *self, edict_t *other, float kick, int damage)
{
    if (self->health < (self->max_health / 2))
        self->s.skinnum |= 1;

    if (damage <= 10)
        return;

    if (level.framenum < self->pain_debounce_framenum)
        return;

    if (damage <= 30)
        if (random() > 0.2f)
            return;

    // If hard or nightmare, don't go into pain while attacking
    if (skill->value >= 2) {
        if ((self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330))
            return;
        if ((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116))
            return;
    }

    self->pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;
    gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    if (damage <= 30)
        self->monsterinfo.currentmove = &tank_move_pain1;
    else if (damage <= 60)
        self->monsterinfo.currentmove = &tank_move_pain2;
    else
        self->monsterinfo.currentmove = &tank_move_pain3;
}

//
// attacks
//

void TankBlaster(edict_t *self)
{
    vec3_t  forward, right;
    vec3_t  start;
    vec3_t  end;
    vec3_t  dir;
    int     flash_number;

    if (self->s.frame == FRAME_attak110)
        flash_number = MZ2_TANK_BLASTER_1;
    else if (self->s.frame == FRAME_attak113)
        flash_number = MZ2_TANK_BLASTER_2;
    else // (self->s.frame == FRAME_attak116)
        flash_number = MZ2_TANK_BLASTER_3;

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    VectorCopy(self->enemy->s.origin, end);
    end[2] += self->enemy->viewheight;
    VectorSubtract(end, start, dir);

    monster_fire_blaster(self, start, dir, 30, 800, flash_number, EF_BLASTER);
}

void TankStrike(edict_t *self)
{
    gi.sound(self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
}

void TankRocket(edict_t *self)
{
    vec3_t  forward, right;
    vec3_t  start;
    vec3_t  dir;
    vec3_t  vec;
    int     flash_number;

    if (self->s.frame == FRAME_attak324)
        flash_number = MZ2_TANK_ROCKET_1;
    else if (self->s.frame == FRAME_attak327)
        flash_number = MZ2_TANK_ROCKET_2;
    else // (self->s.frame == FRAME_attak330)
        flash_number = MZ2_TANK_ROCKET_3;

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    VectorCopy(self->enemy->s.origin, vec);
    vec[2] += self->enemy->viewheight;
    VectorSubtract(vec, start, dir);
    VectorNormalize(dir);

    monster_fire_rocket(self, start, dir, 50, 550, flash_number);
}

void TankMachineGun(edict_t *self)
{
    vec3_t  dir;
    vec3_t  vec;
    vec3_t  start;
    vec3_t  forward, right;
    int     flash_number;

    flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    if (self->enemy) {
        VectorCopy(self->enemy->s.origin, vec);
        vec[2] += self->enemy->viewheight;
        VectorSubtract(vec, start, vec);
        vectoangles(vec, vec);
        dir[0] = vec[0];
    } else {
        dir[0] = 0;
    }
    if (self->s.frame <= FRAME_attak415)
        dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
    else
        dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
    dir[2] = 0;

    AngleVectors(dir, forward, NULL, NULL);

    monster_fire_bullet(self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

static const mframe_t tank_frames_attack_blast[] = {
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, -1,  NULL },
    { ai_charge, -2,  NULL },
    { ai_charge, -1,  NULL },
    { ai_charge, -1,  NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   TankBlaster },    // 10
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   TankBlaster },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   TankBlaster }     // 16
};
const mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};

static const mframe_t tank_frames_reattack_blast[] = {
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   TankBlaster },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   NULL },
    { ai_charge, 0,   TankBlaster }     // 16
};
const mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};

static const mframe_t tank_frames_attack_post_blast[] = {
    { ai_move, 0,     NULL },           // 17
    { ai_move, 0,     NULL },
    { ai_move, 2,     NULL },
    { ai_move, 3,     NULL },
    { ai_move, 2,     NULL },
    { ai_move, -2,    tank_footstep }   // 22
};
const mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};

void tank_reattack_blaster(edict_t *self)
{
    if (skill->value >= 2)
        if (visible(self, self->enemy))
            if (self->enemy->health > 0)
                if (random() <= 0.6f) {
                    self->monsterinfo.currentmove = &tank_move_reattack_blast;
                    return;
                }
    self->monsterinfo.currentmove = &tank_move_attack_post_blast;
}

void tank_poststrike(edict_t *self)
{
    self->enemy = NULL;
    tank_run(self);
}

static const mframe_t tank_frames_attack_strike[] = {
    { ai_move, 3,   NULL },
    { ai_move, 2,   NULL },
    { ai_move, 2,   NULL },
    { ai_move, 1,   NULL },
    { ai_move, 6,   NULL },
    { ai_move, 7,   NULL },
    { ai_move, 9,   tank_footstep },
    { ai_move, 2,   NULL },
    { ai_move, 1,   NULL },
    { ai_move, 2,   NULL },
    { ai_move, 2,   tank_footstep },
    { ai_move, 2,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, -2,  NULL },
    { ai_move, -2,  NULL },
    { ai_move, 0,   tank_windup },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   TankStrike },
    { ai_move, 0,   NULL },
    { ai_move, -1,  NULL },
    { ai_move, -1,  NULL },
    { ai_move, -1,  NULL },
    { ai_move, -1,  NULL },
    { ai_move, -1,  NULL },
    { ai_move, -3,  NULL },
    { ai_move, -10, NULL },
    { ai_move, -10, NULL },
    { ai_move, -2,  NULL },
    { ai_move, -3,  NULL },
    { ai_move, -2,  tank_footstep }
};
const mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};

static const mframe_t tank_frames_attack_pre_rocket[] = {
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },            // 10

    { ai_charge, 0,  NULL },
    { ai_charge, 1,  NULL },
    { ai_charge, 2,  NULL },
    { ai_charge, 7,  NULL },
    { ai_charge, 7,  NULL },
    { ai_charge, 7,  tank_footstep },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },            // 20

    { ai_charge, -3, NULL }
};
const mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};

static const mframe_t tank_frames_attack_fire_rocket[] = {
    { ai_charge, -3, NULL },            // Loop Start   22
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  TankRocket },      // 24
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  TankRocket },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, -1, TankRocket }       // 30   Loop End
};
const mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};

static const mframe_t tank_frames_attack_post_rocket[] = {
    { ai_charge, 0,  NULL },            // 31
    { ai_charge, -1, NULL },
    { ai_charge, -1, NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 2,  NULL },
    { ai_charge, 3,  NULL },
    { ai_charge, 4,  NULL },
    { ai_charge, 2,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },            // 40

    { ai_charge, 0,  NULL },
    { ai_charge, -9, NULL },
    { ai_charge, -8, NULL },
    { ai_charge, -7, NULL },
    { ai_charge, -1, NULL },
    { ai_charge, -1, tank_footstep },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },            // 50

    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL },
    { ai_charge, 0,  NULL }
};
const mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};

static const mframe_t tank_frames_attack_chain[] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { NULL,      0, TankMachineGun },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
const mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};

void tank_refire_rocket(edict_t *self)
{
    // Only on hard or nightmare
    if (skill->value >= 2)
        if (self->enemy->health > 0)
            if (visible(self, self->enemy))
                if (random() <= 0.4f) {
                    self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
                    return;
                }
    self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
}

void tank_doattack_rocket(edict_t *self)
{
    self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
}

void tank_attack(edict_t *self)
{
    vec3_t  vec;
    float   range;
    float   r;

    if (self->enemy->health < 0) {
        self->monsterinfo.currentmove = &tank_move_attack_strike;
        self->monsterinfo.aiflags &= ~AI_BRUTAL;
        return;
    }

    VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
    range = VectorLength(vec);

    r = random();

    if (range <= 125) {
        if (r < 0.4f)
            self->monsterinfo.currentmove = &tank_move_attack_chain;
        else
            self->monsterinfo.currentmove = &tank_move_attack_blast;
    } else if (range <= 250) {
        if (r < 0.5f)
            self->monsterinfo.currentmove = &tank_move_attack_chain;
        else
            self->monsterinfo.currentmove = &tank_move_attack_blast;
    } else {
        if (r < 0.33f)
            self->monsterinfo.currentmove = &tank_move_attack_chain;
        else if (r < 0.66f) {
            self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
            self->pain_debounce_framenum = level.framenum + 5.0f * BASE_FRAMERATE;  // no pain for a while
        } else
            self->monsterinfo.currentmove = &tank_move_attack_blast;
    }
}

//
// death
//

void tank_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -16);
    VectorSet(self->maxs, 16, 16, -0);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}

static const mframe_t tank_frames_death1[] = {
    { ai_move, -7,  NULL },
    { ai_move, -2,  NULL },
    { ai_move, -2,  NULL },
    { ai_move, 1,   NULL },
    { ai_move, 3,   NULL },
    { ai_move, 6,   NULL },
    { ai_move, 1,   NULL },
    { ai_move, 1,   NULL },
    { ai_move, 2,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, -2,  NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, -3,  NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, -4,  NULL },
    { ai_move, -6,  NULL },
    { ai_move, -4,  NULL },
    { ai_move, -5,  NULL },
    { ai_move, -7,  NULL },
    { ai_move, -15, tank_thud },
    { ai_move, -5,  NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL },
    { ai_move, 0,   NULL }
};
const mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};

void tank_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    int     n;

// check for gib
    if (self->health <= self->gib_health) {
        gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
        for (n = 0; n < 1 /*4*/; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        for (n = 0; n < 4; n++)
            ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
        ThrowGib(self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    if (self->deadflag == DEAD_DEAD)
        return;

// regular death
    gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_YES;

    self->monsterinfo.currentmove = &tank_move_death;

}

//
// monster_tank
//

/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_tank(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    self->s.modelindex = gi.modelindex("models/monsters/tank/tris.md2");
    VectorSet(self->mins, -32, -32, -16);
    VectorSet(self->maxs, 32, 32, 72);
    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;

    sound_pain = gi.soundindex("tank/tnkpain2.wav");
    sound_thud = gi.soundindex("tank/tnkdeth2.wav");
    sound_idle = gi.soundindex("tank/tnkidle1.wav");
    sound_die = gi.soundindex("tank/death.wav");
    sound_step = gi.soundindex("tank/step.wav");
    sound_windup = gi.soundindex("tank/tnkatck4.wav");
    sound_strike = gi.soundindex("tank/tnkatck5.wav");
    sound_sight = gi.soundindex("tank/sight1.wav");

    gi.soundindex("tank/tnkatck1.wav");
    gi.soundindex("tank/tnkatk2a.wav");
    gi.soundindex("tank/tnkatk2b.wav");
    gi.soundindex("tank/tnkatk2c.wav");
    gi.soundindex("tank/tnkatk2d.wav");
    gi.soundindex("tank/tnkatk2e.wav");
    gi.soundindex("tank/tnkatck3.wav");

    if (strcmp(self->classname, "monster_tank_commander") == 0) {
        self->health = 1000;
        self->gib_health = -225;
    } else {
        self->health = 750;
        self->gib_health = -200;
    }

    self->mass = 500;

    self->pain = tank_pain;
    self->die = tank_die;
    self->monsterinfo.stand = tank_stand;
    self->monsterinfo.walk = tank_walk;
    self->monsterinfo.run = tank_run;
    self->monsterinfo.dodge = NULL;
    self->monsterinfo.attack = tank_attack;
    self->monsterinfo.melee = NULL;
    self->monsterinfo.sight = tank_sight;
    self->monsterinfo.idle = tank_idle;

    gi.linkentity(self);

    self->monsterinfo.currentmove = &tank_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    walkmonster_start(self);

    if (strcmp(self->classname, "monster_tank_commander") == 0)
        self->s.skinnum = 2;
}
